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by Sean Mirrsen
28 Jun 2006, 09:00
Forum: Engine
Topic: Four-directional building placement.
Replies: 87
Views: 17864

Soon the typos will reach critical mass and cause the forum to implode.
by Sean Mirrsen
27 Jun 2006, 21:50
Forum: Map Creation
Topic: A Football Pitch?!
Replies: 20
Views: 1978

Good for Fragball, but I'm back on dialup now, so I'll have to wait..
by Sean Mirrsen
27 Jun 2006, 20:10
Forum: Engine
Topic: Four-directional building placement.
Replies: 87
Views: 17864

More like "getfacing".. although I don't understand what purpose it would serve, once a building is placed, its direction is its heading, like for any other unit. Yeah, the brackets seem a nice choice... btw, what is the default orientation? I mean, normally? The fact that buildings usuall...
by Sean Mirrsen
27 Jun 2006, 00:06
Forum: General Discussion
Topic: Playing music during the game?
Replies: 16
Views: 970

"Some sort of mediaplayer" that would only play WAVE files is possible to do even currently, but given the possible implications of having to define additional classes and set up file reading, parsing, and processing, I'll leave this feature for the real developers to implement. ;)
by Sean Mirrsen
27 Jun 2006, 00:04
Forum: Engine
Topic: Jump cpabilites
Replies: 26
Views: 2678

I'm inclined to think that it's just the combined power of 380+ Krogoth death explosions (chainreaction galore) that shoves those remaining skywards.
by Sean Mirrsen
26 Jun 2006, 22:05
Forum: General Discussion
Topic: Playing music during the game?
Replies: 16
Views: 970

I've got some randomware multimedia helper libraries on a CD here, I may try to implement a music player into Spring... sometime... in a few years maybe. :P Then it would be a matter of tracking the battles and situation in game to change music.
by Sean Mirrsen
26 Jun 2006, 21:53
Forum: Game Development
Topic: Newbie needs some help with errors
Replies: 9
Views: 1540

No, it's not implemented, although it could be. Basically it rotates the second piece around the z axis, simulating a prop for torpedoes or something of the kind.
by Sean Mirrsen
26 Jun 2006, 21:36
Forum: Game Development
Topic: Newbie needs some help with errors
Replies: 9
Views: 1540

2) Missile weapons can have two pieces, in which case the first piece is the model itself, and the position of the second piece is where the missile flare displays, and the missile smoke begins.
by Sean Mirrsen
26 Jun 2006, 21:07
Forum: Engine
Topic: Jump cpabilites
Replies: 26
Views: 2678

Okay, hm. Fire up AA. Cheat and .give yourself 400 Krogoths. Select some 40 in the center of the group and selfdestruct them. Then see the resulting explosion(s) catapult several of thesurvivors into the distance.
by Sean Mirrsen
26 Jun 2006, 21:02
Forum: Engine
Topic: Four-directional building placement.
Replies: 87
Views: 17864

That's a rather pointless question, since most TA-related factories spin the units they build. In any case, yes, the units do face the correct way, they even receive the correct move order after being built. Features are also built correctly, and generated correctly after the unit dies. A problem su...
by Sean Mirrsen
26 Jun 2006, 19:37
Forum: Engine
Topic: Jump cpabilites
Replies: 26
Views: 2678

Actually, what matter is not the HP, cost or anything, but Mass. If it's not set, it gets calculated from HP and costs, AFAIK.
by Sean Mirrsen
26 Jun 2006, 19:28
Forum: Engine
Topic: Four-directional building placement.
Replies: 87
Views: 17864

I just felt like going "zwzsg mode" and tackle on an impossible task. ;) This project's quite a ways from being finished though, and that's where I don't qualify - you should have seen my "advanced zombie attack simulator", that now lies unfinished somewhere, still lacking the ci...
by Sean Mirrsen
26 Jun 2006, 18:40
Forum: Engine
Topic: Four-directional building placement.
Replies: 87
Views: 17864

JC, you mean like something I did where unitDef was const, declaring local xsize and ysize integers and setting their value instead of unitdef's sizes?
by Sean Mirrsen
26 Jun 2006, 17:34
Forum: Engine
Topic: Jump cpabilites
Replies: 26
Views: 2678

Are you sure of that? I've had plenty flying Krogoths in AA...
by Sean Mirrsen
26 Jun 2006, 16:15
Forum: Engine
Topic: Smoke of geothermal spots
Replies: 4
Views: 604

Having looked at the code, I say that it's not as easy as you could have thought, because a geovent is essentially a feature, and detecting whether or not it has a building placed over it could be tricky.
by Sean Mirrsen
26 Jun 2006, 16:10
Forum: Engine
Topic: Units do not turn to fire their Arc-ed weapons
Replies: 36
Views: 2296

Wouldn't it be a lot easier and more flexible to just have the "optimal attack vector" be defined by the modder? Auto-calculated stuff always limits the modder, look at the code that calculates missiles' TTL based on range and speed for proof.
by Sean Mirrsen
26 Jun 2006, 12:38
Forum: General Discussion
Topic: The Spring Project
Replies: 83
Views: 6272

I actually thought you meant "Metaverse", as in "Meta-universe", that actually made a little of sense to me.. :?
by Sean Mirrsen
26 Jun 2006, 10:17
Forum: Engine
Topic: Jump cpabilites
Replies: 26
Views: 2678

The best bet would be to make a jump button, a crapload of unit tags, and spend a good dozen hours trying to figure out how to implement that. :P I might look at it, but I won't touch it with even a 15-foot pole yet. :)
by Sean Mirrsen
26 Jun 2006, 10:10
Forum: General Discussion
Topic: What happened to FU
Replies: 99
Views: 23663

"Download from host" meaning download the used map/mod from the game's host in the lobby? If yes, it gets my vote. Many games use that principle, rather successfully I must say.
by Sean Mirrsen
26 Jun 2006, 10:07
Forum: Engine
Topic: Four-directional building placement.
Replies: 87
Views: 17864

I don't know, but I think I made it that way because AIs can't currently send build orders with 4 parameters, and checking for 4 will break them. Or maybe I just forgot.. :P Speaking of which, still haven't tested it with an AI... And just to clarify, JC, what was that you wanted me to do with build...

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